David Argall
First Post
slavery thoughts
We should probably go with full bore slavery or none. The moderate positions fail to satisfy in one respect or another.
If we have slave caravans passing by, there is going to be a number of eager sellers and buyers, so keeping the slaves outside city walls will be difficult. At the same time, an anti-slavery city would be eager to suppress the slave caravans. So if we have slave caravans, we have slaves in the city.
Law codes giving slaves rights are in general a sign there are relatively few slaves, a small enough number to ignore for the most part. These codes mean that slave owners lack political pull and those who fear slavery, such as workers who deem slaves competition, are able to impose rules that limit it.
From city interest, slave rights is also dubious. We want things that give the DM hooks for adventures. Slave rights give hooks for lawsuits, not for everybody to be charging around swinging swords. By contrast, rescuing people from slavers or slavery has definite game potential.
By the way, all societies allowed slaves to buy their freedom. Those that legally forbad it didn't enforce those laws largely because they could not. It was routinely in the interest of the owner to give the slave the hope of freedom and the incentive to work hard to achieve it. The fact he was technically being paid with his own money didn't change that he was making a very nice profit on the deal, and thus the owner had powerful incentive to honor the deal.
Slavery is often used in cases of grunt or dangerous labor. Our silk fish have considerable potential here. Those put to tending to the fish could be in serious danger [which the PC might rescue them from] They could also be stealing the silk [another possible place for PC action.]
So we could have slave caravans dropping in to sell slaves for the silk farms as well as buy some local slaves, such as criminals or debtors, or people kidnapped off the street in some cases [giving us another adventure hook].
Recall that our city is not supposed to be a nice place to live. It is to be a good place to adventure, and that generally means lots of evil.
We should probably go with full bore slavery or none. The moderate positions fail to satisfy in one respect or another.
If we have slave caravans passing by, there is going to be a number of eager sellers and buyers, so keeping the slaves outside city walls will be difficult. At the same time, an anti-slavery city would be eager to suppress the slave caravans. So if we have slave caravans, we have slaves in the city.
Law codes giving slaves rights are in general a sign there are relatively few slaves, a small enough number to ignore for the most part. These codes mean that slave owners lack political pull and those who fear slavery, such as workers who deem slaves competition, are able to impose rules that limit it.
From city interest, slave rights is also dubious. We want things that give the DM hooks for adventures. Slave rights give hooks for lawsuits, not for everybody to be charging around swinging swords. By contrast, rescuing people from slavers or slavery has definite game potential.
By the way, all societies allowed slaves to buy their freedom. Those that legally forbad it didn't enforce those laws largely because they could not. It was routinely in the interest of the owner to give the slave the hope of freedom and the incentive to work hard to achieve it. The fact he was technically being paid with his own money didn't change that he was making a very nice profit on the deal, and thus the owner had powerful incentive to honor the deal.
Slavery is often used in cases of grunt or dangerous labor. Our silk fish have considerable potential here. Those put to tending to the fish could be in serious danger [which the PC might rescue them from] They could also be stealing the silk [another possible place for PC action.]
So we could have slave caravans dropping in to sell slaves for the silk farms as well as buy some local slaves, such as criminals or debtors, or people kidnapped off the street in some cases [giving us another adventure hook].
Recall that our city is not supposed to be a nice place to live. It is to be a good place to adventure, and that generally means lots of evil.